I don't know if it will turn into anything, but I'm messing about with Pico-8 again on the train. So far it's just a movable pixel with gravity, friction and drag (when under the waterline)... How you all doing?

Added angular rotations and gravity between physical entities last night. Started playing with different control schemes... Originally had a "push in the direction you want to go", but changed that to an Asteroids style once I had the angular rotations going... But I don't like it, so I think I'm going back to push in the direction you want to go but keep the rotation aspect (so you gradually turn towards a new direction).

^ nice, so is it going to be some sort of 2d Elite? (I'm just saying that to wind Bob up)

well I managed to get a project up and running to build a PC Engine game and launch it on an emulator... so far I'm just initializing the tilemap to a simple pattern, I don't even know what kind of game it's going to be yet! But at least that's a start. I'm knackered tonight from sleep debt so I might have another look tomorrow if I don't go to the free festival in the park instead. 6502 assembly is a different world from what I'm used to so it'll take a bit of time to get my head round.

Once I settled on a space theme, I was moving towards asteroid mining. But while working out the bugs in my physics (and getting the right "feel" for the controls) I kind of stumbled on the idea of trying to get your disabled ship back home, fighting various gravity wells along the way.

I still don't know where this is going, but I like flying around the solar system.

I've expanded the map size to as large as the default pico-8 math will allow and have all the official planets in place. I'm not going to do all the moons, though. I could, but I'm not gonna. I've also been able to upgrade to a newer version of pico-8 that supports fill patterns.